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ignore lua files, add notes

Tangent 2 years ago
parent
commit
c6eac8eb98
6 changed files with 438 additions and 0 deletions
  1. 2
    0
      .gitignore
  2. 18
    0
      atmosphere notes.txt
  3. 151
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      ecs notes 1.txt
  4. 15
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      ecs notes 2.txt
  5. 99
    0
      modified_idea_list.txt
  6. 153
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      structure-thoughts.moon

+ 2
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.gitignore View File

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+!src/tiny.lua
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+*.lua

+ 18
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atmosphere notes.txt View File

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+pressure = g * ?
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+9300000 = 8.87 * ?
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+1,048,478 (or 1x10^6) (Earth 1x10^4)
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+
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+
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+1.7x10^2 -> 0.0063atm, 120km  | 3.72 m/s^2
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+1x10^4 -> 1atm, 120km         | 9.8  m/s^2
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+1x10^6 -> 91.7atm, 250km      | 8.87 m/s^2
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+
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+
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+x = cos(t / radius) -> T = 2pi * radius
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+
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+star variables -> light output
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+ energy received (light based on distance)
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+ + terrestrial values (magnetosphere, composition) -> atmospheric composition
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+  atmospheric composition -> habitability (plus mineral availability)
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+
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+636 = 3.72 m/s^2 * ?

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ecs notes 1.txt View File

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+Systems: routine that needs to be regularly called
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+Collections: lists of components that go together to make an entity
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+Components: data pieces
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+Entities: objects (label for a specific group of components)
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+
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+Systems
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+- orbit: update positions? no because we aren't storing positions
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+         these only need to be checked for individual calculations or display
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+- render: what are we focused on right now, data can be cached here
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+- 'structure view': looks at factory, mine, etc; multiple components
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+
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+Components
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+- orbit: parent_id, radius, offset
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+  - L4/L5 will just be their own entities with orbit data matching
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+- position: system, x, y (ships not in orbit)
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+- body: mass, radius
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+- factory: capacity, pollution?
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+- mine: capacity, pollution?
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+-
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+
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+body = {
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+  hydrosphere: {} -- pollutants, volume % (relative to planet surface)
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+  atmosphere: {}  -- volume, pressure, contents
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+  -- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
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+  populations: {
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+    {
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+      resources: {
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+        fuel: #
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+        reactives: #    -- jump drives, engines, research, life support
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+        radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
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+        alloys: #       -- structure
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+        crystals: #     -- shields, stealth, ecm/eccm, energy weapons
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+        silicates: #    -- electronics, capacitors, energy weapons
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+        -- halogens: #
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+      }
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+      structures: {
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+        'fuel refinery': #
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+        -- 'type-strength OR type-value': #
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+        -- {type: 'name', value: #, cost: #, etc} ? -- actual list
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+      }
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+    }
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+  }
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+  minerals: ?
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+}
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+
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+modules = {
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+  factory: {
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+    surface: true
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+    capacity: 10  -- research ++
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+    pollution: {} -- research --
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+    cost: {       -- research --
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+      alloys: 20
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+      silicates: 2
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+    }
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+  }
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+  mine: {
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+    surface: true
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+    capacity: 10  -- research ++
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+    pollution: {} -- research --
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+    cost: {       -- research ==
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+      alloys: 40
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+      silicates: 6
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+      reactives: 2
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+    }
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+  }
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+  'fuel refinery': {
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+    surface: true
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+    -- orbit: true -- research
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+    capacity: 100 -- research ++
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+    pollution: {} -- research --
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+    cost: {       -- research --
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+      alloys: 120
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+      reactives: 20
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+      crystals: 10
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+    }
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+  }
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+  'mass driver': {
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+    surface: true
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+    capacity: 2000 -- research ++
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+    pollution: {}  -- research --
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+    cost: {        -- research --
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+      alloys: 250
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+      reactives: 120
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+      radioactives: 20
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+      silicates: 10
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+    }
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+  }
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+  shipyard: {
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+    orbit: true
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+    capacity: 1000
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+    cost: {            -- research --
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+      alloys: 2200
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+      reactives: 180
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+      radioactives: 80
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+      silicates: 200
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+    }
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+  }
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+
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+  -- research tech: shuttle range
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+    --   - salvage facility
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+    --   - orbital hab
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+    -- - hanger
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+    --   - maintenance facility
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+    -- - gas harvester
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+    -- - geo
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+    --   - terraforming
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+    --   - geo survey sensors
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+    --   - infrastructure
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+    -- - sensors
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+    --   - grav survey sensors
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+    --   - em sensors
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+    --   - thermal sensors
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+    --   - active sensors vs passive sensors
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+    --   - all sensors can provide tracking and targeting
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+    --   - bridge
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+    -- - research
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+    --   - chemical/physics/genetic/biology/xenology lab
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+    --   - university
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+    -- - ship
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+    --   - design considerations
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+    --     - deployment time adjusts how much mass is needed per crew
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+    --     - components designate required crew
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+    --     - armor area / structural hull requirements
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+    --     - speed, power use/requirement
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+    --     - build time, load time, mineral requirement
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+    --     - signature (th by engines, em by shielding/equipment)
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+    --     - maintenance life, estimated failure rate
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+    --     - damage allocation
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+    --     - em damage, shock damage
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+    --     - idea: based on volume, min distance before ships collide?
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+    --   - crew quarters
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+    --   - engineering section
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+    --   - main engineering
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+    --   - engines
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+    --   - jump drive
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+    --   - combat drop pods
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+    --   - tractor
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+    -- - cargo
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+    --   - fuel storage
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+    --   - supplies bay
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+    --   - shuttle bay (actually just hangers)
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+    --   - cargo hold
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+    --   - cryogenic transport
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+    -- - power plants
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+    -- - kinetic weapons
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+    --   - launcher
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+    --   - magazine
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+    -- - defense
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+    --   - armor
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+    --   - damage control
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+}

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ecs notes 2.txt View File

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+# MapDisplay
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+
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+NO Grabs all position and orbit components with a specific system.
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+
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+# Systems
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+
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+* GodMapDisplay: for all system components == this system:
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+                  for all position and orbit components, display
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+
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+# Components
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+
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+* orbit: parent_id, radius, offset, hierarchy, speed_parameter
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+  - note: L4/L5 positions are stored as their own orbits
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+* id:
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+* x,y,system_id: position in a system

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modified_idea_list.txt View File

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+- systems
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+  - stars, planets, nebulae, black holes, moons, asteroids, comets
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+  - habitability
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+  - multistar systems, binary systems
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+  - ruins
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+  - conquest tech
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+- task group / fleet design
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+  - take into account presence of tankers for extended range
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+  - colliers -> extended capacity to fire
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+- module design
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+- structure design
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+- event log
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+- jumping
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+  - gate
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+  - module
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+  - tender
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+
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+
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+
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+
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+- research
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+  - biology
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+    - terraforming
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+      - terraforming rate
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+  - construction/production
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+    - tn technology (required for all)
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+    - orbital mining
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+    - construction rate ++
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+    - expand civilian economy ++
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+    - fuel production rate ++
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+    - small jump gate constructor
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+      - jump gate constructor
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+    - mining production ++
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+    - research rate ++
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+    - shipbuilding rate ++
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+    - shipyard operations faster
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+    - maintenance efficiency ?
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+    - gas harvester tech
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+    - underground excavation? infrastructure efficiency?
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+      - should allow development on planets without sufficient gravity -> underground
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+  - defensive
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+    - armor: ..whole bunch of levels
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+    - damage control ++
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+    - thermal signature reduction ++
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+  - logisitics / ground combat
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+    - hanger
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+    - cargo handling system
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+    - colonization cost reduction?
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+    - fuel storage techs
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+    - cryo transport: three levels
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+    - engineering section
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+    - combat drop modules
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+    - orbital hab
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+    - tractor beam
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+    - recreational module
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+    - salvage module
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+    - troop bay
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+    - several ground units
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+  - kinetic weapons
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+    - railgun caliber ++
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+    - railgun launch velocity ++
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+    - gauss cannon launch velocity ++
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+    - gauss cannon rate of fire ++
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+    - gauss cannon accuracy ++
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+  - power / propulsion
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+    - capacitor recharge rate
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+    - fuel consumption
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+    - jump drive efficiency
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+    - max jump squadron size
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+    - max jump squadron radius
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+    - max engine power modifier
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+    - min engine power modifier
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+    - min jump engine size
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+    - reactor power boost
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+    - engine techs
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+    - reactor techs
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+
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+----
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+
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+# Ship Design Checklist:
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+
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+- Does the game show any design errors in the box on the lower right?
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+- Do you have an engine? You need to design one first.
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+- Do you have enough fuel? The typical distance between two systems is somewhere between one and five billion km, with the average being about 3 billion km.
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+- Is your jump engine capable of jumping every ship that you want it to? A jump engine with a capacity of 10,000 tons mounted on a 7,000-ton ship can jump only ships up to 7,000 tons, not 10,000.
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+- Do you know the difference between military and commercial jump drives?
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+- For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
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+- If you intend your ship to be able to repair battle damage: Do you have at least twice the MSPs of your Max Repair value?
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+- For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
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+- Do you have the maintenance facilities to support a ship of this size? If not, your ship will use up all its MSPs and then slowly disintegrate.
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+- Do you have a shipyard large enough to build it?
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+- If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
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+- If you copied an existing design: did you develop better armor tech since designing the old class? The copied design still uses the old armor.
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+- If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
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+- Do you have enough power plants to power your beam weapons? Note the box on the lower left.
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+- For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
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+- For tankers/colliers: did you check the appropriate box on the upper right?
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+- For freighters/colony ships: did you include a Cargo Handling System?
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+- For salvage ships: did you include a cargo hold?

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structure-thoughts.moon View File

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+body = {
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+  orbit: {
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+    parent: Body
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+    radius: #
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+    offset: #
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+    l4: {
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+      offset: #
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+      destination: ?
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+    }
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+    l5: {
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+      offset: #
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+    }
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+  }
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+  mass: #
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+  radius: #
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+  hydrosphere: {} -- pollutants, volume % (relative to planet surface)
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+  atmosphere: {}  -- volume, pressure, contents
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+  -- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
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+  populations: {
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+    {
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+      resources: {
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+        fuel: #
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+        reactives: #    -- jump drives, engines, research, life support
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+        radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
25
+        alloys: #       -- structure
26
+        crystals: #     -- shields, stealth, ecm/eccm, energy weapons
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+        silicates: #    -- electronics, capacitors, energy weapons
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+        -- halogens: #
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+      }
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+      structures: {
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+        factory: {
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+          capacity: #
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+          pollution: {}
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+        }
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+        mine: {
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+          capacity: #
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+          pollution: {}
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+        }
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+        'fuel refinery': #
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+        -- 'type-strength OR type-value': #
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+        -- {type: 'name', value: #, cost: #, etc} ? -- actual list
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+      }
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+    }
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+  }
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+  minerals: ?
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+}
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+
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+modules = {
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+  factory: {
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+    surface: true
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+    capacity: 10  -- research ++
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+    pollution: {} -- research --
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+    cost: {       -- research --
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+      alloys: 20
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+      silicates: 2
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+    }
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+  }
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+  mine: {
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+    surface: true
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+    capacity: 10  -- research ++
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+    pollution: {} -- research --
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+    cost: {       -- research ==
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+      alloys: 40
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+      silicates: 6
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+      reactives: 2
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+    }
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+  }
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+  'fuel refinery': {
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+    surface: true
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+    -- orbit: true -- research
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+    capacity: 100 -- research ++
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+    pollution: {} -- research --
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+    cost: {       -- research --
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+      alloys: 120
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+      reactives: 20
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+      crystals: 10
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+    }
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+  }
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+  'mass driver': {
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+    surface: true
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+    capacity: 2000 -- research ++
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+    pollution: {}  -- research --
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+    cost: {        -- research --
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+      alloys: 250
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+      reactives: 120
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+      radioactives: 20
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+      silicates: 10
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+    }
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+  }
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+  shipyard: {
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+    orbit: true
92
+    capacity: 1000
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+    cost: {            -- research --
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+      alloys: 2200
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+      reactives: 180
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+      radioactives: 80
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+      silicates: 200
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+    }
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+  }
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+
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+  -- research tech: shuttle range
102
+    --   - salvage facility
103
+    --   - orbital hab
104
+    -- - hanger
105
+    --   - maintenance facility
106
+    -- - gas harvester
107
+    -- - geo
108
+    --   - terraforming
109
+    --   - geo survey sensors
110
+    --   - infrastructure
111
+    -- - sensors
112
+    --   - grav survey sensors
113
+    --   - em sensors
114
+    --   - thermal sensors
115
+    --   - active sensors vs passive sensors
116
+    --   - all sensors can provide tracking and targeting
117
+    --   - bridge
118
+    -- - research
119
+    --   - chemical/physics/genetic/biology/xenology lab
120
+    --   - university
121
+    -- - ship
122
+    --   - design considerations
123
+    --     - deployment time adjusts how much mass is needed per crew
124
+    --     - components designate required crew
125
+    --     - armor area / structural hull requirements
126
+    --     - speed, power use/requirement
127
+    --     - build time, load time, mineral requirement
128
+    --     - signature (th by engines, em by shielding/equipment)
129
+    --     - maintenance life, estimated failure rate
130
+    --     - damage allocation
131
+    --     - em damage, shock damage
132
+    --     - idea: based on volume, min distance before ships collide?
133
+    --   - crew quarters
134
+    --   - engineering section
135
+    --   - main engineering
136
+    --   - engines
137
+    --   - jump drive
138
+    --   - combat drop pods
139
+    --   - tractor
140
+    -- - cargo
141
+    --   - fuel storage
142
+    --   - supplies bay
143
+    --   - shuttle bay (actually just hangers)
144
+    --   - cargo hold
145
+    --   - cryogenic transport
146
+    -- - power plants
147
+    -- - kinetic weapons
148
+    --   - launcher
149
+    --   - magazine
150
+    -- - defense
151
+    --   - armor
152
+    --   - damage control
153
+}